class MechPawn extends UTPawn
    dependson(UTPawn);
// Extending from UTPawn due to weapons extending from UTWeapon

var bool IsFlightMode;
var bool IsTransformationComplete;
var AnimNodePlayCustomAnim GroundTransform;
var AnimNodePlayCustomAnim FlightTransform;

defaultproperties
{
    
    Begin Object Class=SkeletalMeshComponent Name=MechSkinnedMesh
        SkeletalMesh=SkeletalMesh'CH_LIAM_Cathode.Mesh.SK_CH_LIAM_Cathode'
        AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
        AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
        bAcceptsLights=true
    End Object
    
    Begin Object Class=UDKSkeletalMeshComponent Name=ArmsMesh_L
        SkeletalMesh=SkeletalMesh'CH_Corrupt_Arms.Mesh.SK_CH_Corrupt_Arms_MaleA_1P'
        bAcceptsLights=true
    End Object
    
    ArmsMesh[0]=ArmsMesh_L;
    Mesh=MechSkinnedMesh;
    Components.Add(MechSkinnedMesh);
    Components.Add(ArmsMesh_L);
    
    IsFlightMode = false;
    IsTransformationComplete = true;
}

// Setup the references to the animation nodes
simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
{
    super.PostInitAnimTree(SkelComp);
    
    //if (SkelComp == Mesh)
    //{
    //    GroundTransform = AnimNodePlayCustomAnim(Mesh.FindAnimNode('Ground_Transform'));
    //    FlightTransform = AnimNodePlayCustomAnim(Mesh.FindAnimNOde('Flight_Transform'));
    //}
}

// This is gonna be fun to deal with the Rift with
simulated function bool CalcCamera(float DeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV)
{
    GetActorEyesViewPoint(out_CamLoc, out_CamRot);
    return true;
}